Construction Yard - Cost: $N/A
All life for your campaign begins here. This is the most vital structure in the game, if it is destroyed, your chances of winning are very small! It is needed to construct other buildings, so defending it should be priority one.

Power Plant - Cost: $300
These are also vital structures, providing power to your base, allowing defences to defend, Construction Yards to construct, and War Factories to build tanks. Without the necessary amount of power plants, your base defences will not function, and it will drastically slow down, if not halt, your production of further units.

Power Turbine - Cost: $300
These are placed on the power plants to increase power output. They are only a fraction of the cost of an entirely new plant and don't use up any space on the battlefield, however if an upgraded plant is destroyed, the power lost will be more significant.

Barracks - Cost: $500
This structure allows you to train troops and build base defences. Later, more defences and infantry will become available.

Tiberium Refinery - Cost: $1000
The Tiberium Refinery is the heart of your economy, and it is where your Miners deposit the Tiberium, which is then turned into cash by this structure. Defending this miner and structure is important as they, although strong, are an easy target for enemy commanders.

Radar - Cost: $1000
The Radar activates the radar display, if it is destroyed; the radar screen is no longer visible.

War Factory - Cost: $2000
This building enables the construction of tanks, transports, miners and MCVs, thus making it very important to you.

Helipad - Cost: $500
The Helipad allows aircraft to be constructed and rearmed.

Service Depot - Cost: $1200
This structure may cost $1200 but is a worthy long term investment as it can repair any damaged vehicles when they are placed on the platform. During this process a small fee is deducted from your finances, but this is much more viable considering the cost of purchasing a new unit.

Tech Centre - Cost: $1500
This small building allows GDI to construct the more high tech units and structures. This structure is weak, very expensive and consumes a lot of power but is a necessity as you will need to tech up to stand a chance of survival against the enemy.

Upgrade Centre - Cost: $1000
The two spare pads allow Ion Cannon uplinks and Hunter Seeker control upgrades to be added, it is functionless without them.

Ion Cannon Uplink - Cost: $1500
Placing one of these on an Upgrade Centre allows you to control the Ion Cannon orbital satellite. Once the uplink is established, you can utilise the satellite´s ability to fire an intense beam of light at any target on the map - resulting in destruction or severe damage to the target!You can only take one shot per orbit to allow the satellite to recharge.

Hunter-Seeker Control - Cost: $1000
Placing one of these on an Upgrade Centre allows you to release the Hunter Seeker Droid.

Tiberium Silo - Cost: $150
When you harvest more Tiberium than your refinery can hold, you will need to build a silo else the harvested money is lost. If it is captured or destroyed by the enemy, you loose the credits stored inside it.

Walls - Cost: $50
Walls are a static defence system designed to repulse enemy infantry and tanks. Certain vehicles can shoot over it, but infantry can't shoot or pass through it.

Gate - Cost: $250
Gates prevent enemy units from entering a base, but will open to allow friendly units to pass.

Pavement - Cost: $75
Pavement prevents burrowing units from appearing under areas where this has been deployed, and it stops craters being created by explosions. Units also move faster on pavement than on normal terrain. Great for getting harvesters to and from the tiberium fields as quickly as possible and allowing your units to get from the War Factory to the front line that little bit faster.

Component Tower - Cost: $200
The Component Towner is the base for all the GDI defences, on top of a tower, either a Vulcan Connon, RPG Launcher or SAM Launcher can be placed. By itself, the CT might as well just be an expensive wall section and is usless untill a component is placed ontop of it. Component towers can be places as part of a wall segment as a result you can build destructive defences as part of you static defence.

Vulcan Cannon - Cost: $150
The Vulcan Cannon is GDI's anti-infantry defence. It is effective against infantry and lightly armoured vehicles, but useless against heavy armour.

RPG Launcher - Cost: $300
This upgrade turns the Component Tower into a formidable anti-armour defence. It fires highly explosive canisters at the target - causing great damage to the target and any units in the immediate vicinity. The disadvantage of the RPG upgrade is that it is too slow moving to be effective against infantry and other fast moving scout units.

SAM Launcher - Cost: $300
The SAM Launcher is GDI's anti-aircraft defence. It can only shoot at airborne targets.

EMP Cannon - Cost: $1000
The Electromagnetic Pulse Cannon fires a ball of electromagnetic energy. Any vehicle, structure or cyborg infantry caught in in the blast will become disabled until the effect wares off. A great way to disable an enemy's defences before launching an attack, or stopping a large attack force in its tracks in order that your defences may obliterate it.

Firestorm Generator - Cost: $2000
The Firestorm Generator creates a force field which nothing (except Hunter Seeker Droids) can penetrate. Unfortunately, due to the huge amounts of power it requires, it can only remain active for short periods of time before it must deactivate and recharge. An excelent tactic is to enable it just before an enemy airforce enters your base so that all the aircraft are destroyed.

Firestorm Wall Section - Cost: $50
Place these emitters like a regualer wall, and they create an almost impenetrable force field when the Firestorm Generator is activated.